Audio For Games

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Audio for Games

Author : Alexander Brandon
Publisher : New Riders Publishing
Page : 236 pages
File Size : 51,9 Mb
Release : 2005
Category : Computers
ISBN : UOM:39015059237670

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Audio for Games by Alexander Brandon Pdf

Tired of video games in which the sound lags far behind the rest of the user's experience? If so, and if you're ready to do better, you need this forward-looking volume! In these pages, sound artist extraordinaire Alexander Brandon provides a broad-ranging exploration of how game audio is created today and how it should be done in the future in order to create groundbreaking audio. After providing a map of the audio development process in Chapter 1, Alexander discusses the basic preproduction, workflow, production, post-production, and technology issues audio designers must address today. Then, after a post-mortem analysis of the audio development process for a game that's currently on the market, Alexander takes a good, hard look at the heights to which video-game audio can be taken in chapters on ideal workflow, technology, and production. Throughout, the focus is on the practical advice you need to create better (and better!) sound!

The Essential Guide to Game Audio

Author : Steve Horowitz,Scott R. Looney
Publisher : CRC Press
Page : 254 pages
File Size : 53,5 Mb
Release : 2014-03-05
Category : Computers
ISBN : 9781134595372

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The Essential Guide to Game Audio by Steve Horowitz,Scott R. Looney Pdf

The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.

Game Sound

Author : Karen Collins
Publisher : MIT Press
Page : 213 pages
File Size : 42,6 Mb
Release : 2008
Category : Computers
ISBN : 9780262033787

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Game Sound by Karen Collins Pdf

A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

Game Audio Implementation

Author : Richard Stevens,Dave Raybould
Publisher : CRC Press
Page : 513 pages
File Size : 46,5 Mb
Release : 2015-12-22
Category : Computers
ISBN : 9781317679455

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Game Audio Implementation by Richard Stevens,Dave Raybould Pdf

Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX

The Game Audio Tutorial

Author : Richard Stevens,Dave Raybould
Publisher : Taylor & Francis
Page : 720 pages
File Size : 48,9 Mb
Release : 2013-05-02
Category : Computers
ISBN : 9781136127014

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The Game Audio Tutorial by Richard Stevens,Dave Raybould Pdf

Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)

Principles of Game Audio and Sound Design

Author : Jean-Luc Sinclair
Publisher : CRC Press
Page : 296 pages
File Size : 50,9 Mb
Release : 2020-04-28
Category : Games & Activities
ISBN : 9781351731133

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Principles of Game Audio and Sound Design by Jean-Luc Sinclair Pdf

Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing. Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently. Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio.

Audio Programming for Interactive Games

Author : Martin D. Wilde
Publisher : Taylor & Francis
Page : 198 pages
File Size : 45,8 Mb
Release : 2004
Category : Computers
ISBN : 9780240519418

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Audio Programming for Interactive Games by Martin D. Wilde Pdf

This text shows how the game programmer can create a software system which enables the audio content provider to keep direct control over the composition and presentation of an interactive game soundtrack. This system is described with case studies, all source codes for which are provided on the CD-ROM.

The Game Audio Tutorial

Author : Richard Stevens
Publisher : Taylor & Francis
Page : 446 pages
File Size : 46,7 Mb
Release : 2013-05-02
Category : Computers
ISBN : 9781136127021

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The Game Audio Tutorial by Richard Stevens Pdf

Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)

Leading with Sound

Author : Rob Bridgett
Publisher : CRC Press
Page : 303 pages
File Size : 52,9 Mb
Release : 2021-05-18
Category : Computers
ISBN : 9781000372731

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Leading with Sound by Rob Bridgett Pdf

Leading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of ‘how’ and ‘when’, but the essential lens of ‘why’ that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry.

100 Unusual, Novel and Surprising Ways to Be a Better Sound Designer in Video Games

Author : Rob Bridgett
Publisher : Unknown
Page : 128 pages
File Size : 43,9 Mb
Release : 2019-08-17
Category : Electronic
ISBN : 046421050X

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100 Unusual, Novel and Surprising Ways to Be a Better Sound Designer in Video Games by Rob Bridgett Pdf

A light-hearted, personal take on game audio development practice and philosophy. This unique book takes the reader on a surreal 'choose-your-own-adventure' through the many layers of optimism, self-doubt and luck that surround us every day inside the strange and unusual world of game development.

From Pac-Man to Pop Music

Author : Ms Karen Collins
Publisher : Ashgate Publishing, Ltd.
Page : 227 pages
File Size : 54,7 Mb
Release : 2013-01-28
Category : Music
ISBN : 9781409494195

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From Pac-Man to Pop Music by Ms Karen Collins Pdf

Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.

Creating Music and Sound for Games

Author : G. W. Childs
Publisher : Course Technology
Page : 326 pages
File Size : 43,9 Mb
Release : 2007
Category : Computers
ISBN : UCSC:32106018942620

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Creating Music and Sound for Games by G. W. Childs Pdf

Creating Music and Sound for Games is about mastering the unique creative challenges faced by musicians and sound designers new to the field of composing music for computer and console games. In addition to covering the artistic angle, this book helps the reader choose the right hardware and software for composing music for games. Tutorials teach readers to develop music and audio cues to match the varying action in a game and how to successfully synchronize and format their compositions for the game industry. Finally, the book offers practical advice on breaking into the business.

Game Sound

Author : Karen Collins
Publisher : MIT Press
Page : 213 pages
File Size : 51,7 Mb
Release : 2008-08-08
Category : Computers
ISBN : 9780262292603

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Game Sound by Karen Collins Pdf

An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition. A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources—including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves—to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.

Ludomusicology

Author : Michiel Kamp,Tim Summers,Mark Sweeney
Publisher : Equinox Publishing (UK)
Page : 0 pages
File Size : 43,5 Mb
Release : 2016
Category : Video game music
ISBN : 178179197X

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Ludomusicology by Michiel Kamp,Tim Summers,Mark Sweeney Pdf

This book suggests a variety of new approaches to the study of game music.

Emotion in Video Game Soundtracking

Author : Duncan Williams,Newton Lee
Publisher : Springer
Page : 167 pages
File Size : 44,8 Mb
Release : 2018-02-09
Category : Computers
ISBN : 9783319722726

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Emotion in Video Game Soundtracking by Duncan Williams,Newton Lee Pdf

This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.